using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AssetPool : PoolBase
{
    public override void Release()
    {
        base.Release();
        foreach (PoolObject poolObject in this.m_objects)
        {
            if (DateTime.Now.Ticks - poolObject.LastUseTime.Ticks >= m_ReleaseTime * 10000000)
            {
                Debug.Log("AssetPool Release Time" + DateTime.Now + "Unload ab" + poolObject.Name);
                Manager.Resource.UnLoadBundle(poolObject.Object);
                m_objects.Remove(poolObject);
                Release();
                return;
            }
        }
    }
}
